You are on page 1of 2

Dwarf Cleric 9 Character Name • Handaxe.

Melee or Ranged Weapon


Attack: +6 to hit, reach 5 ft. or range
“By Moradin’s hammer, be
Medium humanoid (hill dwarf), Life 20/60 ft., one target.
made whole!”
domain, lawful good Hit: 1d6 + 2 slashing damage
Although you started out as
an artisan, you heard the Armor Class 19 (splint, shield) Preserve Life. Cleric Channel
voice of the dwarven deities Divinity feature
Hit Points 84 (Hit Dice 9d8)
in the stones you carved and
Speed 25 ft. Turn Undead. Cleric Channel
metal you shaped. Your acts of artistry
became acts of reverence, causing you Divinity feature
STR DEX CON
to desire to exemplify the inner nature of
your people. You joined the clergy, and
15 (+2) 8 (−1) 16 (+3) Options
your pure dwarven desires allowed you to INT WIS CHA Spellcasting. You are a spellcaster
connect to the divine. 10 (+0) 18 (+4) 12 (+1) (cleric feature) who uses Wisdom as
your spellcasting ability (spell save DC
Background (Guild Jeweler) Proficiencies (+4 proficiency bonus) 16; +8 to hit with spell attacks). You
Before you became devoted to the Armor all armor, shields have the following spells prepared:
dwarven deities, you were a journeyman Saving Throws Wis +8, Cha +5;
jeweler and gem cutter. Even outside your advantage on saves against Cantrips (at will): mending, sacred
home, you are recognized by your badge being poisoned flame, spare the dying, thaumaturgy
and skill. You have the aid of a loose Skills Insight +8, Medicine +8, 1st Level (4 slots): bless*, cure
coalition of guilds, and one day you shall Persuasion +5, Religion +4 wounds*, detect evil and good, detect
become a master your own right. Seeking Tools brewer’s supplies, magic, detect poison and disease, guiding
such mastery is an act of worship to you. bolt, healing word, protection from
jeweler’s tools
Guild Member. Fellow guild members evil and good
can provide you with necessities, and
Weapons battleaxe, simple
weapons, warhammer 2nd Level (3 slots): calm emotions,
the guild can use its political power to enhance ability, lesser restoration*,
aid you. In some areas, a guildhall offers Damage Resistances poison
Senses darkvision 60 ft., passive prayer of healing, spiritual weapon*
a place to meet other members of your
(Perception) 14 (warhammer)
profession and those who aid the guild.
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant 3rd Level (3 slots): beacon of hope*,
to the guild. If you miss payments, you dispel magic, remove curse, revivify*
must make up back dues to remain in the Actions 4th Level (3 slots): banishment, death
guild’s good graces. Attack. You can make one of the ward*, guardian of faith*, stone shape
Faction. You are a member of the following attacks (see Divine Strike): 5th Level (1 slot): mass cure wounds*,
Lords’ Alliance, a loose coalition of • Warhammer. Melee Weapon Attack: raise dead*
established political powers concerned * domain spell (Life Domain)
+6 to hit, reach 5 ft., one target.
with mutual security and prosperity.
Personality Trait. A perfectionist, you
Hit: 1d8 + 2 bludgeoning damage
demand a lot from yourself and expect
the most from others. A turned creature must spend its turns
Ideal. It is the duty of civilized people to
Cleric Features
trying to move as far away from you as it
strengthen the bonds of community and Channel Divinity (Recharges after You can, and it can’t willingly move to a space
the security of civilization. Finish a Short or Long Rest). You can within 30 feet of you. It also can’t take
Bond. You aim to prove you are the channel divine energy to create one of the reactions. For its action, it can use only
greatest artisan of them all. following effects. You can do so twice. the Dash action or try to escape from
Flaw. You are greedy. So you can’t part Preserve Life. As an action, you present an effect that prevents it from moving. If
with money easily, and you haggle to get your holy symbol and evoke healing there’s nowhere to move, the creature can
the best possible deal. energy that can restore up to 45 hit use the Dodge action.
points. Choose any creatures within 30
Dwarf Features feet of you, and divide those hit points Life Domain. The Life domain focuses
among them. This feature can restore on the vibrant positive energy—one of
Darkvision. You can see in dim light the fundamental forces of the universe—
a creature to no more than half of its
within 60 feet of you as if it were bright that sustains all life. You gain a number
hit point maximum. You can’t use this
light, and in darkness as if it were dim of domain spells, which are always
feature on an undead or a construct.
light. You can’t discern color in darkness, considered to be prepared, as a result of
Turn Undead. As an action, you present
only shades of gray. this domain. In addition, you have access
your holy symbol and speak a prayer
Stonecunning. You have a +8 bonus on censuring the undead. Each undead that to the following features:
Intelligence (History) checks related to can see or hear you within 30 feet of you Blessed Healer. When you cast a
the origin of stonework. must succeed on a DC 16 Wisdom saving spell of 1st level or higher that restores
throw or become turned for 1 minute or hit points to a creature other than you,
until it takes any damage. If the creature you regain hit points equal to 2 + the
has a challenge rating of 1 or lower, it is spell’s level.
destroyed instead.
Cleric Features (cont’d)
Life Domain (cont’d).
Disciple of Life. When you cast a
spell of 1st level or higher to restore hit
points to a creature, the creature regains
additional hit points equal to 2 + the
spell’s level.
Divine Strike. Once on each of your
turns when you hit a creature with a
weapon attack, you can cause the attack
to deal an extra 1d8 radiant damage
to the target.
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to
shape that essence to your will.
Cantrips. You know four cantrips,
which you can cast at will.
Preparing and Casting Spells. To cast
one of your cleric spells, you must expend
a slot of the spell’s level or higher. You
regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do so,
choose up to thirteen cleric spells. The
spells must be of a level for which you
have spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
Ritual Casting. You can cast a cleric
spell as a ritual if that spell has the ritual
tag and you have the spell prepared.
Spellcasting Focus. You can use a holy
symbol as a spellcasting focus for your
cleric spells.

Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, holy symbol (set with a 300 gp
worth of diamonds for revivify), common
clothing with cleric vestments, handaxe
(2), healer’s kit, holy water (3), jeweler’s
tools, mess kit, pouch, rations (10 days),
shield (with holy symbol emblazoned),
splint armor, tinderbox, warhammer,
waterskin, money (20 gp, 3 pp)

You might also like